Team Fortress 2

Team Fortress 2

Flux'Omaha
 Dit topic is vastgepind, dus het is waarschijnlijk belangrijk
Rapoza Dynamica  [ontwikkelaar] 10 aug 2018 om 20:36
Stats Suggestions
Howdy! Tell us your weapon stats ideas here!
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+Does not use ammo
+15% faster firing speed
+on hit spy: loose 10% cloak
-uses metal for ammo
-each shot uses 5 metal
-15% damage

basically the short circut but better (or worse depending on who sees these stats)
+On hit: 10% chance to set target on fire, successive shots increase chance
+Minicrits burning enemies
-Decreased deploy speed
-20% damage penalty

Since the set is based on gambling, I think this will fit nicely.
But to be honest I don't know if these stats are perfectly balanced.
+Does not use ammo
+10% faster firing speed
+on hit spy: loose 10% cloak
+On hit: 10% chance to set target on fire, successive shots increase chance
-10% damage
Random Crits allowed
On hit: Mark one enemy at a time
Marked enemies will be targeted by your sentry gun even when out of range
Does not require ammo
-50% clip size
100% slower firing speed
-30% Damage against Players, +30% Damage against Buildings, Can destroy Sappers
Origineel geplaatst door ThyBH:
+On hit: 10% chance to set target on fire, successive shots increase chance
+Minicrits burning enemies
-Decreased deploy speed
-20% damage penalty

Since the set is based on gambling, I think this will fit nicely.
But to be honest I don't know if these stats are perfectly balanced.

I like this one, it fits the theme and has a pretty interesting idea

I think a meter, which fills when you fire it quick succession, but quickly depletes when you stop firing, could work.

Essentially, the chance would increase (maybe even by 10%) when you fire lots of shots quickly, and there is a limit to the percentage chance, indicated by the bar being full, the highest percentage. Then, when you stop firing, the bar quickly depletes and the chance goes back down to 10%

Maybe it could up to 80%, which is a 9.6 in 12 chance of it setting the target on fire, although that could be too much, I'm not sure
Laatst bewerkt door Blacenta; 13 aug 2018 om 4:28
+can destroy enemy sappers from a distance in 5 shots
+minicrits on cloaked spies

-15% slower deploy and holster time
-60% slower firing speed
-50% smaller clip size (6 shots)
-marked for death while deployed
does not use ammo
has 40 rounds in clip
35% slower reload
10% slower firing speed

EMP: causes enemy engie buildings to slow down firing,healing,making,metal & teleport recharge by 40%
Laser Gun for texans only
+ doesn't require ammo
+ shoots a laser that sets enimies on fire
- 20% firing speed
On hit: chance to stun target for 3 seconds
Does not require ammo
-50% firing speed
NO RANDOM CRIIIITS AHAHAHAHAAAHAHA
Origineel geplaatst door kwyjibo:
On hit: chance to stun target for 3 seconds
Does not require ammo
-50% firing speed
NO RANDOM CRIIIITS AHAHAHAHAAAHAHA

3 seconds is a bit too long for a stun mechanic (I assume you mean similar to the Sandman)
+35% increased damage
-50% decreased ammo
-35% decreased firing speed
(I can't tell if this is op or not.)
Laatst bewerkt door Overdone; 8 okt 2018 om 17:33
Pros:
Every 3rd hit in a row against an enemy lights them on fire
+15% increased damage

Cons:
-25% Fire-rate
-34% Clip size (12 > 8)
-25% Ammo carried (200 > 150)
no random crits
-50 damage to spies
always marked for death
+4 seconds of afterburn
+20 damage
ammo packs get magneticaly atracted to you
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